
#include "stdafx.h"

#pragma warning (disable : 4995)




#include <windows.h>		// Header File For Windows
#include <mmsystem.h>
#include <gl\gl.h>			// Header File For The OpenGL32 Library
#include <gl\glu.h>			// Header File For The GLu32 Library
#include <gl\glaux.h>		// Header File For The Glaux Library

#pragma comment(lib,"opengl32.lib")
#pragma comment(lib,"glu32.lib")
#pragma comment(lib,"winmm.lib")


#include "../../loader.h"
using namespace dlguif;

#include <iostream>
using std::cout;
using std::cerr;
using std::endl;


//-------------------------------------------------------------------------



 

bool	keys[256];			// Array Used For The Keyboard Routine
bool	active=TRUE;		// Window Active Flag Set To TRUE By Default
//bool	fullscreen=TRUE;	// Fullscreen Flag Set To Fullscreen Mode By Default

//GLfloat	rtri;				// Angle For The Triangle ( NEW )
//GLfloat	rquad;				// Angle For The Quad ( NEW )

// new 


//LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);	// Declaration For WndProc





// 
//GLvoid KillGLWindow(GLvoid)								// Properly Kill The Window
//{
//	if (fullscreen)										// Are We In Fullscreen Mode?
//	{
//		ChangeDisplaySettings(NULL,0);					// If So Switch Back To The Desktop
//		ShowCursor(TRUE);								// Show Mouse Pointer
//	}
//
//	if (hRC)											// Do We Have A Rendering Context?
//	{
//		if (!wglMakeCurrent(NULL,NULL))					// Are We Able To Release The DC And RC Contexts?
//		{
//			MessageBoxW(NULL,L"Release Of DC And RC Failed.",L"SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
//		}
//
//		if (!wglDeleteContext(hRC))						// Are We Able To Delete The RC?
//		{
//			MessageBoxW(NULL,L"Release Rendering Context Failed.",L"SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
//		}
//		hRC=NULL;										// Set RC To NULL
//	}
//
//	if (m_hDC && !ReleaseDC(hWnd,m_hDC))					// Are We Able To Release The DC
//	{
//		MessageBoxW(NULL,L"Release Device Context Failed.",L"SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
//		m_hDC=NULL;										// Set DC To NULL
//	}
//
//	if (hWnd && !DestroyWindow(hWnd))					// Are We Able To Destroy The Window?
//	{
//		MessageBoxW(NULL,L"Could Not Release hWnd.",L"SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
//		hWnd=NULL;										// Set hWnd To NULL
//	}
//
//	if (!UnregisterClassW(L"OpenGL",hInstance))			// Are We Able To Unregister Class
//	{
//		MessageBoxW(NULL,L"Could Not Unregister Class.",L"SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
//		hInstance=NULL;									// Set hInstance To NULL
//	}
//}
// 



 
//
// 
//BOOL CreateGLWindow(WCHAR* title, int width, int height, int bits, bool fullscreenflag)
//{
//	GLuint		PixelFormat;			// Holds The Results After Searching For A Match
//	WNDCLASSW	wc;						// Windows Class Structure
//	DWORD		dwExStyle;				// Window Extended Style
//	DWORD		dwStyle;				// Window Style
//	RECT		WindowRect;				// Grabs Rectangle Upper Left / Lower Right Values
//	WindowRect.left=(long)0;			// Set Left Value To 0
//	WindowRect.right=(long)width;		// Set Right Value To Requested Width
//	WindowRect.top=(long)0;				// Set Top Value To 0
//	WindowRect.bottom=(long)height;		// Set Bottom Value To Requested Height
//
//	fullscreen=fullscreenflag;			// Set The Global Fullscreen Flag
//
//	hInstance			= GetModuleHandle(NULL);				// Grab An Instance For Our Window
//	wc.style			= CS_HREDRAW | CS_VREDRAW | CS_OWNDC;	// Redraw On Size, And Own DC For Window.
//	wc.lpfnWndProc		= (WNDPROC) WndProc;					// WndProc Handles Messages
//	wc.cbClsExtra		= 0;									// No Extra Window Data
//	wc.cbWndExtra		= 0;									// No Extra Window Data
//	wc.hInstance		= hInstance;							// Set The Instance
//	wc.hIcon			= LoadIcon(NULL, IDI_WINLOGO);			// Load The Default Icon
//	wc.hCursor			= LoadCursor(NULL, IDC_ARROW);			// Load The Arrow Pointer
//	wc.hbrBackground	= NULL;									// No Background Required For GL
//	wc.lpszMenuName		= NULL;									// We Don't Want A Menu
//	wc.lpszClassName	= L"OpenGL";								// Set The Class Name
//
//	if (!RegisterClass(&wc))									// Attempt To Register The Window Class
//	{
//		MessageBoxW(NULL,L"Failed To Register The Window Class.",L"ERROR",MB_OK|MB_ICONEXCLAMATION);
//		return FALSE;											// Return FALSE
//	}
//
//	if (fullscreen)												// Attempt Fullscreen Mode?
//	{
//		DEVMODE dmScreenSettings;								// Device Mode
//		memset(&dmScreenSettings,0,sizeof(dmScreenSettings));	// Makes Sure Memory's Cleared
//		dmScreenSettings.dmSize=sizeof(dmScreenSettings);		// Size Of The Devmode Structure
//		dmScreenSettings.dmPelsWidth	= width;				// Selected Screen Width
//		dmScreenSettings.dmPelsHeight	= height;				// Selected Screen Height
//		dmScreenSettings.dmBitsPerPel	= bits;					// Selected Bits Per Pixel
//		dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
//
//		// Try To Set Selected Mode And Get Results.  NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
//		if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
//		{
//			// If The Mode Fails, Offer Two Options.  Quit Or Use Windowed Mode.
//			if (MessageBoxW(NULL,L"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?",L"NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
//			{
//				fullscreen=FALSE;		// Windowed Mode Selected.  Fullscreen = FALSE
//			}
//			else
//			{
//				// Pop Up A Message Box Letting User Know The Program Is Closing.
//				MessageBoxW(NULL, L"Program Will Now Close.", L"ERROR", MB_OK|MB_ICONSTOP);
//				return FALSE;									// Return FALSE
//			}
//		}
//	}
//
//	if (fullscreen)												// Are We Still In Fullscreen Mode?
//	{
//		dwExStyle=WS_EX_APPWINDOW;								// Window Extended Style
//		dwStyle=WS_POPUP;										// Windows Style
//		ShowCursor(FALSE);										// Hide Mouse Pointer
//	}
//	else
//	{
//		dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;			// Window Extended Style
//		dwStyle=WS_OVERLAPPEDWINDOW;							// Windows Style
//	}
//
//	AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);		// Adjust Window To True Requested Size
//
//	// Create The Window
//	if (!(hWnd=CreateWindowExW(	dwExStyle,							// Extended Style For The Window
//		L"OpenGL",							// Class Name
//		title,								// Window Title
//		dwStyle |							// Defined Window Style
//		WS_CLIPSIBLINGS |					// Required Window Style
//		WS_CLIPCHILDREN,					// Required Window Style
//		0, 0,								// Window Position
//		WindowRect.right-WindowRect.left,	// Calculate Window Width
//		WindowRect.bottom-WindowRect.top,	// Calculate Window Height
//		NULL,								// No Parent Window
//		NULL,								// No Menu
//		hInstance,							// Instance
//		NULL)))								// Dont Pass Anything To WM_CREATE
//	{
//		KillGLWindow();								// Reset The Display
//		MessageBoxW(NULL,L"Window Creation Error.",L"ERROR",MB_OK|MB_ICONEXCLAMATION);
//		return FALSE;								// Return FALSE
//	}
//
//	static	PIXELFORMATDESCRIPTOR pfd=				// pfd Tells Windows How We Want Things To Be
//	{
//		sizeof(PIXELFORMATDESCRIPTOR),				// Size Of This Pixel Format Descriptor
//		1,											// Version Number
//		PFD_DRAW_TO_WINDOW |						// Format Must Support Window
//		PFD_SUPPORT_OPENGL |						// Format Must Support OpenGL
//		PFD_DOUBLEBUFFER,							// Must Support Double Buffering
//		PFD_TYPE_RGBA,								// Request An RGBA Format
//		bits,										// Select Our Color Depth
//		0, 0, 0, 0, 0, 0,							// Color Bits Ignored
//		0,											// No Alpha Buffer
//		0,											// Shift Bit Ignored
//		0,											// No Accumulation Buffer
//		0, 0, 0, 0,									// Accumulation Bits Ignored
//		16,											// 16Bit Z-Buffer (Depth Buffer)  
//		0,											// No Stencil Buffer
//		0,											// No Auxiliary Buffer
//		PFD_MAIN_PLANE,								// Main Drawing Layer
//		0,											// Reserved
//		0, 0, 0										// Layer Masks Ignored
//	};
//
//	if (!(hDC=GetDC(hWnd)))							// Did We Get A Device Context?
//	{
//		KillGLWindow();								// Reset The Display
//		MessageBoxW(NULL,L"Can't Create A GL Device Context.",  L"ERROR",  MB_OK|MB_ICONEXCLAMATION);
//		return FALSE;								// Return FALSE
//	}
//
//	if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))	// Did Windows Find A Matching Pixel Format?
//	{
//		KillGLWindow();								// Reset The Display
//		MessageBoxW(NULL,L"Can't Find A Suitable PixelFormat.",  L"ERROR",  MB_OK|MB_ICONEXCLAMATION);
//		return FALSE;								// Return FALSE
//	}
//
//	if(!SetPixelFormat(hDC,PixelFormat,&pfd))		// Are We Able To Set The Pixel Format?
//	{
//		KillGLWindow();								// Reset The Display
//		MessageBoxW(NULL,L"Can't Set The PixelFormat.", L"ERROR", MB_OK|MB_ICONEXCLAMATION);
//		return FALSE;								// Return FALSE
//	}
//
//	if (!(hRC=wglCreateContext(hDC)))				// Are We Able To Get A Rendering Context?
//	{
//		KillGLWindow();								// Reset The Display
//		MessageBoxW(NULL,L"Can't Create A GL Rendering Context.", L"ERROR", MB_OK|MB_ICONEXCLAMATION);
//		return FALSE;								// Return FALSE
//	}
//
//	if(!wglMakeCurrent(hDC,hRC))					// Try To Activate The Rendering Context
//	{
//		KillGLWindow();								// Reset The Display
//		MessageBoxW(NULL, L"Can't Activate The GL Rendering Context.", L"ERROR", MB_OK|MB_ICONEXCLAMATION);
//		return FALSE;								// Return FALSE
//	}
//
//	ShowWindow(hWnd,SW_SHOW);						// Show The Window
//	SetForegroundWindow(hWnd);						// Slightly Higher Priority
//	SetFocus(hWnd);									// Sets Keyboard Focus To The Window
//	ReSizeGLScene(width, height);					// Set Up Our Perspective GL Screen
//
//	if (!InitGL())									// Initialize Our Newly Created GL Window
//	{
//		KillGLWindow();								// Reset The Display
//		MessageBoxW(NULL, L"Initialization Failed.", L"ERROR", MB_OK|MB_ICONEXCLAMATION);
//		return FALSE;								// Return FALSE
//	}
//
//	return TRUE;									// Success
//}
// 
//








 
//
//
//LRESULT CALLBACK WndProc(	HWND	hWnd,			// Handle For This Window
//						 UINT	uMsg,			// Message For This Window
//						 WPARAM	wParam,			// Additional Message Information
//						 LPARAM	lParam)			// Additional Message Information
//{
//	switch (uMsg)									// Check For Windows Messages
//	{
//	case WM_ACTIVATE:							// Watch For Window Activate Message
//		{
//			// LoWord Can Be WA_INACTIVE, WA_ACTIVE, WA_CLICKACTIVE,
//			// The High-Order Word Specifies The Minimized State Of The Window Being Activated Or Deactivated.
//			// A NonZero Value Indicates The Window Is Minimized.
//			if ((LOWORD(wParam) != WA_INACTIVE) && !((BOOL)HIWORD(wParam)))
//				active=TRUE;						// Program Is Active
//			else
//				active=FALSE;						// Program Is No Longer Active
//
//			return 0;								// Return To The Message Loop
//		}
//
//	case WM_SYSCOMMAND:							// Intercept System Commands
//		{
//			switch (wParam)							// Check System Calls
//			{
//			case SC_SCREENSAVE:					// Screensaver Trying To Start?
//			case SC_MONITORPOWER:				// Monitor Trying To Enter Powersave?
//				return 0;							// Prevent From Happening
//			}
//			break;									// Exit
//		}
//
//	case WM_CLOSE:								// Did We Receive A Close Message?
//		{
//			PostQuitMessage(0);						// Send A Quit Message
//			return 0;								// Jump Back
//		}
//
//	case WM_KEYDOWN:							// Is A Key Being Held Down?
//		{
//			keys[wParam] = TRUE;					// If So, Mark It As TRUE
//			return 0;								// Jump Back
//		}
//
//	case WM_KEYUP:								// Has A Key Been Released?
//		{
//			keys[wParam] = FALSE;					// If So, Mark It As FALSE
//			return 0;								// Jump Back
//		}
//
//	case WM_SIZE:								// Resize The OpenGL Window
//		{
//			ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord=Width, HiWord=Height
//			return 0;								// Jump Back
//		}
//	}
//
//	// Pass All Unhandled Messages To DefWindowProc
//	return DefWindowProc(hWnd,uMsg,wParam,lParam);
//}
//












//
//int WINAPI WinMain(	HINSTANCE	hInstance,			// Instance
//				   HINSTANCE	hPrevInstance,		// Previous Instance
//				   LPSTR		lpCmdLine,			// Command Line Parameters
//				   int			nCmdShow)			// Window Show State
//{
//	MSG		msg;									// Windows Message Structure
//	BOOL	done=FALSE;								// Bool Variable To Exit Loop
//	HINSTANCE	hInstance;	
//
//	// Ask The User Which Screen Mode They Prefer
//	if (MessageBoxW(NULL,L"Would You Like To Run In Fullscreen Mode?", L"Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
//	{
//		fullscreen=FALSE;							// Windowed Mode
//	}
//
//	// Create Our OpenGL Window
//	//if (!CreateGLWindow(L"NeHe's Solid Object Tutorial",640,480,16,fullscreen))
//	//{
//	//	return 0;									// Quit If Window Was Not Created
//	//}
//
//	while(!done)									// Loop That Runs While done=FALSE
//	{
//		if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))	// Is There A Message Waiting?
//		{
//			if (msg.message==WM_QUIT)				// Have We Received A Quit Message?
//			{
//				done=TRUE;							// If So done=TRUE
//			}
//			else									// If Not, Deal With Window Messages
//			{
//				TranslateMessage(&msg);				// Translate The Message
//				DispatchMessage(&msg);				// Dispatch The Message
//			}
//		}
//		else										// If There Are No Messages
//		{
//			// Draw The Scene.  Watch For ESC Key And Quit Messages From DrawGLScene()
//			if ((active && !DrawGLScene()) || keys[VK_ESCAPE])	// Active?  Was There A Quit Received?
//			{
//				done=TRUE;							// ESC or DrawGLScene Signalled A Quit
//			}
//			else									// Not Time To Quit, Update Screen
//			{
//				SwapBuffers(hDC);					// Swap Buffers (Double Buffering)
//			}
//
//			if (keys[VK_F1])						// Is F1 Being Pressed?
//			{
//				keys[VK_F1]=FALSE;					// If So Make Key FALSE
//				KillGLWindow();						// Kill Our Current Window
//				fullscreen=!fullscreen;				// Toggle Fullscreen / Windowed Mode
//				// Recreate Our OpenGL Window
//				if (!CreateGLWindow(L"NeHe's Solid Object Tutorial",640,480,16,fullscreen))
//				{
//					return 0;						// Quit If Window Was Not Created
//				}
//			}
//		}
//	}
//
//	// Shutdown
//	KillGLWindow();									// Kill The Window
//	return (int)(msg.wParam);							// Exit The Program
//}
//







 


class sample_opengl_appl
{
public:

	Loader m_loader;
	void* m_window;
	HWND m_hWnd;
	HDC	 m_hDC;
	HGLRC m_hRC;

	sample_opengl_appl() //: m_loader(L"j:/dlguif/dlguif/delphi_dll_project/dlguif.dll")
	{
		m_hWnd = 0;
		m_window = 0;
		m_hWnd = 0;
		m_hDC = 0;
		m_hRC = 0;


	}

	~sample_opengl_appl()
	{

	}
 

	static void CALLBACK OnGuiEvent(sample_opengl_appl* appl, const callback_info* ci)
	{
		static int count = 0;
		count ++;

		cout << "form event: " << count << endl;
		cout << "tag: " << ci->tag << endl;
		cout << "type: " << Loader::event_type_to_string(ci->eventType) << endl;
		cout << "Param1: " << ci->param1 <<  endl;
		cout << "Param2: " << ci->param2 <<  endl;
		cout << "Param3: " << ci->param3 <<  endl;
		cout << "Class name: " << ci->class_name << endl;
		cout << "Name: " << ci->name << endl;
		cout << "--------------------------" << endl;

		if(ci->eventType == EVENT_TYPE_FORM_RESIZE)
		{
			appl->ReSize( ci->param1, ci->param2 );
		}
	}



	bool Init()
	{

		 m_loader.SetGuiEventCallBack( (FuncGuiEventCallBack)OnGuiEvent, (void*)this );
		 m_window = m_loader.CreateForm("window", "form", 10, 10, 800, 600);
		 m_loader.ShowForm(m_window);
		 m_hWnd = m_loader.GetWinControlHandle(m_window);

		 GLuint		PixelFormat =0;

		 if (!(m_hDC=GetDC(m_hWnd)))							// Did We Get A Device Context?
		 {
			 //KillGLWindow();								// Reset The Display
			 MessageBoxW(NULL,L"Can't Create A GL Device Context.",  L"ERROR",  MB_OK|MB_ICONEXCLAMATION);
			 return false;								// Return FALSE
		 }

		 int bits = 16;

		 static	PIXELFORMATDESCRIPTOR pfd=				// pfd Tells Windows How We Want Things To Be
		 {
			 sizeof(PIXELFORMATDESCRIPTOR),				// Size Of This Pixel Format Descriptor
			 1,											// Version Number
			 PFD_DRAW_TO_WINDOW |						// Format Must Support Window
			 PFD_SUPPORT_OPENGL |						// Format Must Support OpenGL
			 PFD_DOUBLEBUFFER,							// Must Support Double Buffering
			 PFD_TYPE_RGBA,								// Request An RGBA Format
			 bits,										// Select Our Color Depth
			 0, 0, 0, 0, 0, 0,							// Color Bits Ignored
			 0,											// No Alpha Buffer
			 0,											// Shift Bit Ignored
			 0,											// No Accumulation Buffer
			 0, 0, 0, 0,									// Accumulation Bits Ignored
			 16,											// 16Bit Z-Buffer (Depth Buffer)  
			 0,											// No Stencil Buffer
			 0,											// No Auxiliary Buffer
			 PFD_MAIN_PLANE,								// Main Drawing Layer
			 0,											// Reserved
			 0, 0, 0										// Layer Masks Ignored
		 };

		 if (!(PixelFormat=ChoosePixelFormat(m_hDC,&pfd)))	// Did Windows Find A Matching Pixel Format?
		 {
			// KillGLWindow();								// Reset The Display
			 MessageBoxW(NULL,L"Can't Find A Suitable PixelFormat.",  L"ERROR",  MB_OK|MB_ICONEXCLAMATION);
			 return false;								// Return FALSE
		 }

		 if(!SetPixelFormat(m_hDC,PixelFormat,&pfd))		// Are We Able To Set The Pixel Format?
		 {
			 //KillGLWindow();								// Reset The Display
			 MessageBoxW(NULL,L"Can't Set The PixelFormat.", L"ERROR", MB_OK|MB_ICONEXCLAMATION);
			 return false;								// Return FALSE
		 }

		 if (!(m_hRC=wglCreateContext(m_hDC)))				// Are We Able To Get A Rendering Context?
		 {
			 //KillGLWindow();								// Reset The Display
			 MessageBoxW(NULL,L"Can't Create A GL Rendering Context.", L"ERROR", MB_OK|MB_ICONEXCLAMATION);
			 return false;								// Return FALSE
		 }

		 if(!wglMakeCurrent(m_hDC,m_hRC))					// Try To Activate The Rendering Context
		 {
			 //KillGLWindow();								// Reset The Display
			 MessageBoxW(NULL, L"Can't Activate The GL Rendering Context.", L"ERROR", MB_OK|MB_ICONEXCLAMATION);
			 return false;								// Return FALSE
		 }

		 ShowWindow(m_hWnd,SW_SHOW);						// Show The Window
		 SetForegroundWindow(m_hWnd);						// Slightly Higher Priority
		 SetFocus(m_hWnd);
		 
		 // Sets Keyboard Focus To The Window
		// ReSizeGLScene(width, height);					// Set Up Our Perspective GL Screen

		 // temp
		 ReSize( 800, 600);


		 InitGL();


		 return true;
	}


	int InitGL(GLvoid)										// All Setup For OpenGL Goes Here
	{
		glShadeModel(GL_SMOOTH);							// Enable Smooth Shading
		glClearColor(0.0f, 0.0f, 0.0f, 0.5f);				// Black Background
		glClearDepth(1.0f);									// Depth Buffer Setup
		glEnable(GL_DEPTH_TEST);							// Enables Depth Testing
		glDepthFunc(GL_LEQUAL);								// The Type Of Depth Testing To Do
		glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	// Really Nice Perspective Calculations
		return TRUE;										// Initialization Went OK
	}

	bool Run()
	{
		BOOL	done=FALSE;
		MSG	msg;
		memset(&msg, 0, sizeof(msg) );

		while(!done)									// Loop That Runs While done=FALSE
		{
			if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))	// Is There A Message Waiting?
			{
				if (msg.message==WM_QUIT)				// Have We Received A Quit Message?
				{
					done=TRUE;							// If So done=TRUE
				}
				else									// If Not, Deal With Window Messages
				{
					TranslateMessage(&msg);				// Translate The Message
					DispatchMessage(&msg);				// Dispatch The Message
				}
			}
			else										// If There Are No Messages
			{
				// Draw The Scene.  Watch For ESC Key And Quit Messages From DrawGLScene()
				if ((active && !Draw()) || keys[VK_ESCAPE])	// Active?  Was There A Quit Received?
				{
					done=TRUE;							// ESC or DrawGLScene Signalled A Quit
				}
				else									// Not Time To Quit, Update Screen
				{
					SwapBuffers( m_hDC );					// Swap Buffers (Double Buffering)
				}

				/*
				if (keys[VK_F1])						// Is F1 Being Pressed?
				{
					keys[VK_F1]=FALSE;					// If So Make Key FALSE
					KillGLWindow();						// Kill Our Current Window
					fullscreen=!fullscreen;				// Toggle Fullscreen / Windowed Mode
					// Recreate Our OpenGL Window
					if (!CreateGLWindow(L"NeHe's Solid Object Tutorial",640,480,16,fullscreen))
					{
						return ;						// Quit If Window Was Not Created
					}
				}
				*/



			}
		}

		return true;
	}
	 

	void ReSize(GLsizei width, GLsizei height)		// Resize And Initialize The GL Window
	{
		if (height==0)										// Prevent A Divide By Zero By
		{
			height=1;										// Making Height Equal One
		}

		glViewport(0,0,width,height);						// Reset The Current Viewport

		glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix
		glLoadIdentity();									// Reset The Projection Matrix

		// Calculate The Aspect Ratio Of The Window
		gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);

		glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
		glLoadIdentity();									// Reset The Modelview Matrix
	}


	int Draw(GLvoid)									// Here's Where We Do All The Drawing
	{
		float time =  0.001f * (float)timeGetTime();

		//rtri+=0.2f   * time * 0.001f;											// Increase The Rotation Variable For The Triangle ( NEW )
		//rquad-=0.15f * time * 0.001f;										// Decrease The Rotation Variable For The Quad ( NEW )

		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear Screen And Depth Buffer
		glLoadIdentity();									// Reset The Current Modelview Matrix
		glTranslatef(-0.5f,0.0f,-6.0f);						// Move Left 1.5 Units And Into The Screen 6.0

		glRotatef( time * 160.0f  ,0.0f,1.0f,0.0f);						// Rotate The Triangle On The Y axis ( NEW )
		glBegin(GL_TRIANGLES);								// Start Drawing A Triangle
		glColor3f(1.0f,0.0f,0.0f);						// Red
		glVertex3f( 0.0f, 1.0f, 0.0f);					// Top Of Triangle (Front)
		glColor3f(0.0f,1.0f,0.0f);						// Green
		glVertex3f(-1.0f,-1.0f, 1.0f);					// Left Of Triangle (Front)
		glColor3f(0.0f,0.0f,1.0f);						// Blue
		glVertex3f( 1.0f,-1.0f, 1.0f);					// Right Of Triangle (Front)
		glColor3f(1.0f,0.0f,0.0f);						// Red
		glVertex3f( 0.0f, 1.0f, 0.0f);					// Top Of Triangle (Right)
		glColor3f(0.0f,0.0f,1.0f);						// Blue
		glVertex3f( 1.0f,-1.0f, 1.0f);					// Left Of Triangle (Right)
		glColor3f(0.0f,1.0f,0.0f);						// Green
		glVertex3f( 1.0f,-1.0f, -1.0f);					// Right Of Triangle (Right)
		glColor3f(1.0f,0.0f,0.0f);						// Red
		glVertex3f( 0.0f, 1.0f, 0.0f);					// Top Of Triangle (Back)
		glColor3f(0.0f,1.0f,0.0f);						// Green
		glVertex3f( 1.0f,-1.0f, -1.0f);					// Left Of Triangle (Back)
		glColor3f(0.0f,0.0f,1.0f);						// Blue
		glVertex3f(-1.0f,-1.0f, -1.0f);					// Right Of Triangle (Back)
		glColor3f(1.0f,0.0f,0.0f);						// Red
		glVertex3f( 0.0f, 1.0f, 0.0f);					// Top Of Triangle (Left)
		glColor3f(0.0f,0.0f,1.0f);						// Blue
		glVertex3f(-1.0f,-1.0f,-1.0f);					// Left Of Triangle (Left)
		glColor3f(0.0f,1.0f,0.0f);						// Green
		glVertex3f(-1.0f,-1.0f, 1.0f);					// Right Of Triangle (Left)
		glEnd();											// Done Drawing The Pyramid
 
		// prevent max cpu usage
		Sleep(1);

		return TRUE;										// Keep Going
	}



};



int _tmain(int argc, _TCHAR* argv[])
{

	sample_opengl_appl appl;
	if(!appl.Init() )
	{
		cerr << "error init appl" << endl;
		return -1;
	}

	if(!appl.Run() )
	{
		cerr << "Error run appl" << endl;
		return -1;
	}

	return 0;
}